In this paper we describe a new technique to generate and use surfels for
rendering of highly complex, polygonal 3D scenes in real time. The basic idea
is to approximate complex parts of the scene by rendering a set of points
(surfels). The points are computed in a preprocessing step and offer two
important properties: They are placed only on the visible surface of the
scene's geometry and they are distributed and sorted in such a way, that every
prefix of points is a good visual representation of the approximated part of
the scene. An early evaluation of the method shows that it is capable of
rendering scenes consisting of several billions of triangles with high image
quality.Comment: Please note that this paper represents an early working draft, which
will be subsequently replaced by refined versions! 3 pages, 3 figure